Closed Falkvinge closed 1 year ago
There is no difference between 1920×1080 and 3840×2160 maps in this. There is also no difference between different types of hex maps.
A clue could be that the teleport target snapping (while choosing the target location) isn't snapping to the map's hexes, but seemingly to a grid unrelated to the map grid. The target token (the teleported token) isn't aligned with the map grid, either.
Fixed in 3.0.2
Describe the bug The documentation-supplied sample Lightning Teleport (which is awesome) works brilliantly on square maps, but not on hex maps: the resulting teleported token ends up in a seemingly random position, while the effects play out correctly to the intended location.
To Reproduce Steps to reproduce the behavior: In Foundry, activate a scene with map grid "Hexagonal Rows - Odd". Select a token and activate the "Lightning Teleport" macro exactly as copied from the website. The animation will play out with the correct origin and target locations, but the token will be teleported to somewhere else entirely.
Expected behavior There should be no difference in behavior between square and hex (indoor and outdoor) maps.
Setup: